Adding Politics to Your WWII Game

Treaties

by John Gilmer

Treaties

When a nation is obviously defeated (with the fall of the capitol being the most practical criterion), what happens next is not necessarily automatic either. There are several possibilities, including the possibility of continued battle (Britain and the USSR would have fallen into this category, as did Serbia in WWI), surrender and dissolution (Belgium, Italy), or perhaps a willingness to reach an accommodation (Vichy France). The terms that the conquering power are willing to extend matter. If the price is too high, the conquered country's forces must either fight on or dissolve. (Fighting on is an option only if there is in some sense continued "supply," or a reachable destination, in game terms.)

The French treaty is perhaps most critical, with the fate of the French navy a powerful interest to both sides. So, here is the suggestion, using a defeated France as an example: If the Germans wish to seek a treaty (establishing Vichy France), they decide on acceptable terms (choose a number below). Then, a die roll is made. If the number is that chosen or higher or equal, the treaty is signed. If the roll is one lower, the German player can take it or leave it. An even lower number is rejected, and the French fight on, although some proportion of forces surrender (half, chosen randomly, perhaps). (For the navy, a smaller proportion might be lost, or an equivalent production price paid by the allies, to reflect logistics difficulties in re-basing the fleet.)

If the British are going to attack the French fleet (as they did), they do it before the die roll, and the die roll gets a +1, with France a political 5 as a neutral, not 6. The mechanics of a British attack on the French fleet needs to be worked out within the game system, but French units close to British ones might not fight (or might be interned), and (with small odds) may even join the British as Free French.

Treaty Terms

1. German withdrawal from France, and the low countries, Spain (if occupied) and pre-war French territories (Tunisia, Algeria, etc.). France neutral (as 6) but goes +1 with German entry into each and any of above.

2. German withdrawal from France, but may stay in the low countries (not Spain or pre-war French territory). France neutral (as 6).

3. German withdrawal from France and pre-war French territories. French army reduced to a non-threatening level (perhaps 10 corps, with no armor units, and minimal air force). France neutral (as 6). Germans get some (but minimal) resources.

4. German withdrawal from Southern France, French army reduced in France proper but stays intact in colonies. The Germans may not advance further into the colonies. Germans get some French resources. France neutral (as 6). (This is the actual Vichy agreement)

5. Germans permitted no more than 2 corps in Southern France. French army dissolved, except in colonies, where they remain neutral or are dissolved at German option. German forces may move into colonies, in which case French units there disappear. Germans get half of fleet and some French resources.

6. Germans permitted no more than 2 corps in Southern France. French army dissolved, fleet turned over to Germans (this takes some time, though, perhaps 6 months to become fully effective). Germans get French resources (perhaps half). France becomes passive neutral.

7. Germans permitted no more than 2 corps in Southern France. French ally with Germany on a limited basis, with French army not moving out of French territory, and being halved in strength. The navy comes under limited German control: outside the Mediterranean, units fight at much reduced strength, or perhaps is not permitted out of the Mediterranean.

Similar tables can be constructed for the USSR, Britain, Italy, and France, though the probability of an acceptable treaty will be different. One might also consider the possibility of reaching an agreement short of capturing a capitol, but with a heavy modifier, -2 or -3 depending on the war situation perhaps.

Conclusion

This article is intended to suggest that the chance events of war, as reflected in war games, need to include the diplomatic and political as well as the military and resource dimensions. Why let only the generals and admirals have all the fun?

The tables and procedures above are intended to be illustrative, and may need various degrees of adaptation in different games. For example, "World in Flames" already includes a well developed system for mediating US entry into the war, but the tables above might still be useful for minor powers, invasions, and treaties.


Adding Politics to Your WWII Game A Model


Back to Table of Contents -- Against the Odds vol. 1 no. 2
Back to Against the Odds List of Issues
Back to MagWeb Magazine List
© Copyright 2003 by LPS.
This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web.
Other articles from military history and related magazines are available at http://www.magweb.com
* Buy this back issue or subscribe to Against the Odds direct from LPS.